Jump to content

Hatsodoom Reiga

Members
  • Posts

    232
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Hatsodoom Reiga

  1. For gods sake we have plenty of items from the original game that have been made OP. The whole point of SQ is that it can't combo, but can freeze multiple foes in a line, making it great for AoE Crowd Control and FS better for single, big targets. It doesn't need any boosts. Please leave the game's original/official items alone, just found out how much of an ATP boost Angel Harp got and now I don't wanna use it anymore.

  2. Yah yah, it's been a while, but I'm happy to report that I'm getting to work on updates this month. I'm starting with the tutorial videos. I'm bad at explaining things, but hopefully I'll be coherent enough for you all to understand how to play. (I tend to explain better than I think.)

    • Like 1
  3. BIG UPDATE! Version 1 of the mod is done and has been uploaded to the Steam Workshop! Link to the mod on Steam here: https://steamcommunity.com/sharedfiles/filedetails/?id=1672739994

    I'm not done of course! In the next update I'll be porting over the unobtainable cards as well as the boss cards. In addition I plan to make a "How-to-Play" video of sorts to teach people the basics of the game. To everyone here interested, enjoy the mod!

  4. Update: Double checking cards has begun, but I've run into an issue. The card "Assist Return" has an oddly worded description for its effect. I have tried using it many different ways in the ISO but I have NO IDEA WHAT IT DOES. If any of you can aid me please tell me how it works here and I'll run it through the ISO to check.

    Update Again: I figured it out, it's an Assist Card "steal". If you play if on a player who has an active assist card attached to them the card gets transferred to you and they lose the effect.

  5. Figures for the Monsters (referred to as Creatures in descriptions and abilities) and Story Characters are now done and sorted by side for SCs and attribute for monsters. Pictures to come later. All that really remains now is to check some abilities using the ISO, double-check all card descriptions and modify them as needed to make corrections and clarifications. I hope to check the abilities on the ISO this week and start double-checking cards this weekend.

  6. Gonna be honest, I just forgot to work on this last week. Getting some work done tonight and/or tomorrow.

    Update: Update: All Story Characters have been ported into the game with descriptions and all! (Gotta check Creinu's HP Assist on the ISO for clarification though.) The next step will hopefully be completed this week, making figures for the Story Characters and the monsters. Screenshots below. Also I have preemptively downloaded the artwork for all the unreleased cards. 

    6wXdZCG.jpg

    xGyBkJO.jpg

    faKFnOk.jpg

    98xvwfI.jpg

    umBjZzZ.jpg

  7. 6 hours ago, Noob Saibot said:

    I noticed the dark resistances from Episode 1 enemies are very high when compared to Episode 2. A good example is that you can easily use Hell against Pan Arms and Delsabers on Episode 2, while it is just almost impossible to use hell against these same enemies on Episode 1, even if you arrest/freeze them.

    So my suggestion is to lower dark resistances so they are common between Episode 1 and Episode 2. There is just no good reason for resistances to be so high on EP1.

    This is because by the game's data, they're different enemies. They have different stats, HP, resistances, they may look and act the same but as far as PSO is concerned, they're different entities. Changing the stats of the ep2 enemies to be in like with their ep1 versions or vise-versa would defeat the purpose. Also the EVP of enemies in ep2 is higher than those of ep1, so if anything it balances out a bit.

     

    1 hour ago, mudkipzjm said:

    Remove Dark Flow. Having the meta-game centered around using one weapon at <10% HP takes away the enjoyment from others.

    They don't need to remove the Dark Flow entirely. If you compare the stats of DF on the server to those of it logged on PSO World you'll see that Ultima boosts the ATP to 400%. DF was powerful enough when it got combo-unlocked. They either need to remove its combo ability, or reduce ATP back down to normal. (DM would follow suit as well.) But I agree, luckily people are usually chill about not using the special. (Except this one guy I met in-game, Scott7 or something.)

     

    44 minutes ago, Alex Mason said:

    a harder difficulty if possible. at high levels, especially with a full party, the game is too easy. EXP could get a bonus to and the drop rate can stay the same or change if how ever you see fit

    The game is supposed to be easy at that high of a level because it's supposed to take you ages to get to that kind of level. But that would involve going off on another rant. Instead impose challenges on yourself because a 5th difficulty is virtually impossible, or at least too much work to get working.

    1 hour ago, Noob Saibot said:

    Remove PSO

    1DLNcdE.png

    Remove internet.

    • Like 2
  8. Update!: Working on adding descriptions for the Assist Cards now. (Assist Return confuses me, gonna have to check what that actually does.) But I made a great discovery! The images for the unobtainable cards actually exist and a PSO Wikia site has them! With that I can take a snapshot of the unobtainable card in game (even if it does have a lower quality due to the emulator) with everything but its picture, download the picture from the Wikia and paste it over the placeholder image! I can make the cards have their originally intended image!

    Update: Assist card descriptions have (for the most part) been added. There's three Assist cards I need to verify in terms of their effects or what they influence, as well as some general clarification of the details of other cards. (PSO World notes can contradict the in-game description sometimes.)  Next step will be a quick one, Story Characters. Work to continue this week. Snapshots below.

    AUCqirn.jpg

    E0L4QAc.jpg

    WyeuN1A.jpg

    6CYy8qm.jpg

    • Like 1
  9. Again, the EXP boost serves the purpose to increase level rate. We don't need to alter the BASE EXP. Also how is wanting to unlock the CCA every time "sadistic"? Why not just put the boss warp at the start of each area? Also again for the 100th time, get Ephinea to transfer my character levels and I'm gone. But at the very least thank you for giving me a civil response. (Also I love how nnorton44 always does the same thing every time I post.)

  10. Gonna get a lot of flak as always for this, but after learning about how far this goes I have to voice this again.

    *ahem*

    Please return all base EXP values to their original Sega values. I don't see the point in boosting the EXP of all the episode 2 enemies, especially the bosses, when the server has an exp multiplier in place. Soly can you explain the reason why the base EXP was edited? I'm genuinely curious.

    • Dw 1
  11. On 1/30/2019 at 9:19 PM, MaskedShardy said:

    Allow character transfer to ephinea, though currently ephinea's transfer is shutdown for an unspecified amount of time, im sure theres a way to allow players to make game accounts so that they can be moved over between one or the other, so those who want authentic can go to ephinea, and if they wanna play ultima with a different character, they can transfer over. i know it sounds dumb, and i admit some of the details arent spot on, but the general idea of allowing transfer would be nice.

    I'm sure many would support this if only to be rid of me.

  12. Back from my vacation, work expected to continue this weekend, college started up again.

    Update (1/20): Work resumed, currently putting Action Card images into the template for upload.

    Update (1/20)(2nd): All Action Card images ported into the game! Decided to go a bit into overdrive today. Images below, expect descriptions to be done later this week. Shouldn't take nearly as long as the Item or Monster cards.

    9WtDMKI.jpg

    mSkwHc1.png

  13. I've checked another batch of card abilities. PSO World was wrong on a few things and the game itself words certain things badly or incorrectly. (Such as weapon halfguards saying they only apply to physical attacks, but I checked and they defend against techs cast from the appropriate weapon too.) Mid next month I'll get to the Action Cards, so stay tuned for it!

     

    Update: I'm in a gaming slump today. Don't seem to want to play anything, don't have the mental focus to work on my Tabletop RPG manual. So I decided to download all the Action Card images, 131 in total, slightly more than Monster Cards. I'm leaving on my trip this Thursday so I or may not get any further work done.

    • Like 1
×
×
  • Create New...